
A Robot Named Fight is a Metroidvania roguelike focused on exploration and item collection. Explore a different, procedurally-generated labyrinth each time you play and discover randomized power-ups to traverse obstacles, find secrets and explode meat beasts.
Modeled estimate, not a reported figure. How we estimate →
About




Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Incredible game. It’s basically Super Metroid turned into a roguelike, but with a ton of different weapons and items. It works really well. Every run has different maps, different gear, and different builds to experiment with. Nails the “just one more run” feeling. Really, really good. I played almost all of my runs on the Steam Deck.
Un juego con mucho de super metroid pero con su propia alma, el arte me recuerda a algunos juegos oscuros de amiga como el shadow of the beast. Que sea un roguelite le puede molestar a algunos, yo los entiendo porque yo tambien estoy un poco cansado de usar este genero como excusa para no diseñar correctamente. pero A Robot Named Fight suele ser bastante divertido y tenso en las partidas donde tuviste menos suerte o tomaste malas decisiones. Ademas tiene posee modos coop (el segundo jugador controla un dron que dispara el mismo tipo de disparo que el protagonista) y deathmatch de hasta 4 jugadores a pantalla dividida.
Довольно интересна вариация рогалика, совмещенного с метройдванией, завернутая в весьма занятный нарратив, и скрашенная качественной 16-битной графикой. Геймплейно, это чисто супер метройд, со всеми вытекающими в виде исследования карты с целью поиска снаряжения для продвижения дальше, и отстрела кучи противников. Однако, в отличие от вдохновителя, смерть здесь перманентна как положено в рогаликах. А каждый новый забег, генерирует структуру карты иначе. Первые несколько забегов, конечно может показаться что в игре не сильно много контента, но это отнюдь не так. Каждая заработанная ачивка, открывает что-то новое. От банального оружия и снаряжения, до полностью новых локаций со своими противниками и боссами, или вовсе новые режимы. Так или иначе игра затягивает, благодаря своему разнообразию. И каждый новый забег, начинаешь с лютым ощущением азарта. В принципе, что и требуется от хорошего рогалика. Однозначно рекомендую.
IMPORTANT: This game actually lets you have multiple lives per playthrough (one-time use per run death respawn points), but it is not unlocked until you die the first time. I thought the game was perma-death since this feature was not unlocked to begin with. After uninstalling due to annoyance I decided to give it a second try and said "what, since when is there save points?" It's all because they aren't unlocked on the first run confusingly. EDIT: There is a bug in the randomization in which it keeps generating worlds where I can't proceed because I don't have a speed boost item yet. Fix this issue, the game is broken like 20% of seeds. This is why I am saying "not recommended" The game controls solidly, looks really nice for an indie game, and has a surprising amount of content that unlocks as you play through multiple runs of the game. The achievements all unlock new equipment, areas, etc. I like this approach to achievements instead of them being just pointless things that ding when you do something. There are interesting secrets hidden in clever ways, and runs are short enough to be fun while also having substance. If you don't like Super Metroid's control scheme, this game controls almost exactly like it so maybe avoid. Personally I think this control scheme works perfectly fine. One thing I like about the game is that you gradually unlock additional modes for the game. Tired of having only a couple of areas per run? You unlock a "mega map" with every area in it so you can play the game like a classic metroidvania once you have seen all the areas! There's a boss rush as well. It's actually pretty challenging and requires strategy on what upgrades to get. Gripes: - One of my runs seemed unbeatable, every route was locked by an upgrade I didn't have yet and I couldn't proceed at all. - Game needs to be a bit clearer about what you've unlocked. For example "Revenant Station" doesn't tell me anything about me unlocking the incredibly important feature of "save point", which is what they are. - I don't see why achievements are disabled on seeded runs (at least the icon appeared to tell me so), what if i got a nice seed by randomness but wanted to try it again? Forcing me to gamble on a run every time is a bit cruel if I got a nice seed through normal gameplay. - You're likely to mess up the "less than 15% completion when beating the game" achievement by simply accidentally falling onto a pickup. I feel this should be like 20%, maybe 25% due to this. It's really aggravating to be thrust into some pickup you don't need to pick up wasting over an hour of your time.
awesome metroid rogue
Fight smith if you can hear me, please save me, save me from these people fight smith
If you've ever wondered what a roguelike would feel like if it were seamlessly grafted onto the skeleton of a classic Metroid game, look no further. A Robot Named Fight! is that intriguing experiment, and for the most part, it's a success. My experience followed a consistent pattern: the first couple of minutes of each run felt a tad slow, as the initial weapon and movement upgrades can feel limited. But once you push past that opening, the game finds its rhythm and becomes a deeply engaging loop of exploration and combat. While not without its minor flaws, I absolutely recommend this game to any fan of either genre. It’s a love letter that understands its inspirations. In fact, I enjoyed it so much that I'm now genuinely eager for a sequel. I'd love to see the developers take the core concept and really flesh it out (Pun definitely intended!) imagine larger, more intricate environments and a greater variety of enemies, bosses and biomes. It's a fantastic indie title that proves a great concept, and I have no doubt a follow-up could achieve true greatness.
非常正统的类银河战士(没有恶魔城)肉鸽 通过完成成就获得游戏外成长(解锁会在游戏内出现的道具),但你只有一条命( 给我这个类银恶魔城玩家玩爽了(目前正在探索如何复制存档,纯钢魂模式对我这种赌怪来说还是太吃苦了一点)
Controls and movement feel amazingly similar to Super Metroid. However, the rather slow gameplay and randomized map design is rather boring and lacks the needed atmosphere. It takes some time to get to the more exciting and interesting sections with each restart. That's a problem when repeated runs are needed to understand how everything works and what various collectible items do. Furthermore, it mainly relies on finding secret wall and platform passages to progress. Have fun shooting at everything constantly just to see if a path opens up. Even then, the random map generator can occasionally seemingly create levels where there's no more ways to go and a secret path just opens to a solid dead end wall.
THIS IS LIKE DEADCELLS, NOT A TRUE METROIDVANIA
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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